Пример #1
0
    public void SetWorldLimits()
    {
        float dx = width * (chunkSize.x / 2) * 1.75f;
        float dy = -(chunkSize.y) * (heigth) * 1.75f;

        GameObject DeathLimits = new GameObject("DeathLimits");

        DeathLimits.transform.parent = transform;

        DeathLimit.CreateDeathLimit(DeathLimits, Vector3.down, new Vector3(-dx, dy / 2 + (chunkSize.y / 2), 0), new Vector3(150, heigth + 1, 0));
        DeathLimit.CreateDeathLimit(DeathLimits, Vector3.up, new Vector3(dx, dy / 2 + (chunkSize.y / 2), 0), new Vector3(150, heigth + 1, 0));
        DeathLimit.CreateDeathLimit(DeathLimits, Vector3.left, new Vector3(0, chunkSize.y, 0), new Vector3(width, 150, 0));
        DeathLimit.CreateDeathLimit(DeathLimits, Vector3.right, new Vector3(0, dy, 0), new Vector3(width, 150, 0));
    }
Пример #2
0
    public static DeathLimit CreateDeathLimit(GameObject parent, Vector3 axis, Vector3 pos, Vector3 size)
    {
        GameObject limit = new GameObject("DeathLimith");

        limit.transform.parent = parent.transform;
        limit.SetActive(false);
        DeathLimit myC = limit.AddComponent <DeathLimit>();

        myC.dir  = axis;
        myC.pos  = pos;
        myC.size = size;

        limit.SetActive(true);

        return(myC);
    }